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| 27 Sep 2012 02:49 PM |
I would like someone to find/make me a "Working", Keep tools on death, I have looked through over 25+ models, Yet they remove my tools, Could someone get one that they tested?
Thanks,
Epic |
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| 27 Sep 2012 02:50 PM |
| StarterGear might be what you're looking for. |
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| 27 Sep 2012 02:51 PM |
What do you mean, I have 2 tools for starter pack, But I mean:
Say you buy a gun from a Gui shop, Then you keep it even if you die, The same thing Vortex Security have. |
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| 27 Sep 2012 02:52 PM |
A player has a
Backpack StarterGear <-- Put tools there PlayerGui |
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| 27 Sep 2012 02:53 PM |
Put all the tools from the Lighting/Shop into the StarterGear?
-Epic |
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| 27 Sep 2012 02:55 PM |
The tools bought from a player.
StarterPack:
Tool(s) that ALL players start with.
StarterGear:
Tool(s) that spawn with a person |
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| 27 Sep 2012 02:56 PM |
When you say spawn, What do you mean?
Sorry Im being annoying :P |
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| 27 Sep 2012 02:56 PM |
Parent the item to the StarterGear
~ ROBERT00001 ~ ~(ಠωಠ)~ |
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| 27 Sep 2012 03:17 PM |
What's the script that buys the item and inserts it into your backpack? I can modify it so the item will persist after death
~ ROBERT00001 ~ ~(ಠωಠ)~ |
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| 27 Sep 2012 11:41 PM |
Well here is a section of it:
script.Parent.DialogChoiceSelected:connect(function(player, choice) if (choice == script.Parent.Choice1) then if (player.leaderstats.Credits.Value >= 500) then gun = game.Lighting["M1911"]:clone() gun.Parent = player.Backpack player.leaderstats.Credits.Value = player.leaderstats.Credits.Value - 500 script.Parent.Choice1.ResponseDialog = "Have a nice day!" else script.Parent.Choice1.ResponseDialog = "You don't have enough credits!" end return end |
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| 28 Sep 2012 12:24 AM |
script.Parent.DialogChoiceSelected:connect(function(player, choice) if (choice == script.Parent.Choice1) then if (player.leaderstats.Credits.Value >= 500) then gun = game.Lighting["M1911"]:clone() gun.Parent = player.StarterGear player.leaderstats.Credits.Value = player.leaderstats.Credits.Value - 500 script.Parent.Choice1.ResponseDialog = "Have a nice day!" else script.Parent.Choice1.ResponseDialog = "You don't have enough credits!" end return end |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 28 Sep 2012 02:34 AM |
You might want the person to have the gun when they buy it too...
script.Parent.DialogChoiceSelected:connect(function(player, choice) if (choice == script.Parent.Choice1) then if (player.leaderstats.Credits.Value >= 500) then gun = game.Lighting["M1911"]:clone() gun:Clone().Parent = player.Backpack gun.Parent = player.StarterGear player.leaderstats.Credits.Value = player.leaderstats.Credits.Value - 500 script.Parent.Choice1.ResponseDialog = "Have a nice day!" else script.Parent.Choice1.ResponseDialog = "You don't have enough credits!" end return end
S-1894>(Supreme_Commander_of_Advanced_Zero) |
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| 06 Jul 2014 01:42 PM |
This helped me and my dialog giver.
script.Parent.DialogChoiceSelected:connect(function(player, choice) if (choice == script.Parent.Choice1) then -- if (player.Backpack:findFirstChild("Pistol")==nil) then pistol = game.Lighting["Pistol"]:clone() pistol.Parent = player.StarterGear -- end end end)
This script only puts it in the StarterGear, but you can edit it to also give you one in the Backpack. |
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